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That looks cool, I said, about halfway through Summer Game Fest when I first saw Highwater. oh that looks like really cool, I said again, around the same time during the Xbox and Bethesda showcase a few days later—this time admiring The Last Case of Benedict Fox. Currently under development from indie outfits Demagog Studio and Plot Twist respectively, these games really couldn’t be more different from each other. One is a story-driven adventure set in a flooded post-apocalyptic world with isometric combat. The other is a Lovecraftian Metroidvania unfolding in a twisted demonic underworld. One is bright and colorful, the other dark and desolate. One looks like Kentucky meets Route Zero Oxenfree with guns, the other saved my Hollow Knight: Silksong E3 disappointment.

One thing that binds both Highwater and The Last Case of Benedict Fox is style. Both are dripping in, but another crucial factor also binds the two: their publisher, Rogue Games. “We’re looking for games with a signature element, and yes, style will punch you in the face first, right?” says Rogue Games co-founder and CEO Matt Casamassina. “But we’re not prescriptive about what those elements ultimately are. They just have to get to us.”

Go rogue

The Last Case of Benedict Fox

Credit: Rogue Games

Both Highwater and The Last Case of Benedict Fox definitely grabbed me on the first viewing – something I was particularly impressed with considering they shared show time with big budget hits like Starfield and The Callisto Protocol. Casamassina admits it’s not easy to get noticed among such stiff, high-profile competition, but if your games have the space to stand out in such a crowded space, it just gets that little bit easier. Highwater and The Last Case of Benedict Fox certainly fit this bill, as do some of Rogue’s other upcoming projects such as Cookie Cutter and Homebody – games that, again, are hardly stablemates, but equally standout in terms of delivery and content.

“We’re looking for potential, which can really mean a lot. But something jumps out. Maybe it’s an incredible concept. Maybe the art is amazing. Maybe it’s so weird that we can’t resist. The point is, something jumps at us out,” explains Casamassina. “Sometimes that potential is recognizable very early on with great pitch and concept art. Other times it only becomes apparent when it’s all in motion through gameplay footage – in real time or rendered to mimic what the studio wants to achieve. And in on rare occasions, we don’t recognize it until the first playable. You get your hands on the experience and something clicks that all the words and video in the world before it just couldn’t convey effectively.”

High Water Reveal Trailer

Credit: Rogue Games

That last part is particularly interesting, because Casamassina was once a co-founder of IGN.com and served as its editor-in-chief and, later, editor-in-chief. He then built and led Apple’s App Store gaming team for nearly a decade. Words and video are Casamassina’s bread and butter, and yet Rogue Games remains open to the right projects, as long as they fit into its increasingly impressive portfolio. Nevertheless, Casamassina’s editorial background helps to shape that vision and that process. He adds: “I’ve spent two decades deconstructing games from an editorial standpoint. You learn a lot about games and game development, but you also learn a lot about yourself. What you love. What you hate. What you hate. must have and what you absolutely do not tolerate in games.”